Really hope there's a way around the price issue. Having money mean something again (I tend to have 200k+ on my account mid-game) makes a world of difference. I'd even call it balanced!

sorry slax, the need to burn money simply comes from that ridiculuous [alt]-[LMB]-selling

as the money-problem has been reduced to the very early campaign (where you can just up you cash in the ini -> no more probs) we now need to get rid of that money (i don't see insane gun-prices to be the right joice for that purpose)

i'd like to link 'selling to the mob' to civillian uprisings in the hinderland - unfortunately that's even more difficult

Well the 9x39mm is not really that good. It has third the kinetic energy of for example the 7.62x39mm round.

9x39mm = 819 Joules
7.62x39mm = 2586 Joules

And remember the 9x39mm is a wider bullet then the 7.62 round, which will generate more friction when striking materials. It is heavier(twice), but it has not better ballistics then the 7.62 round. If both are using the same materials.

The 9x39mm round is made to be silent, and that comes with a price. When you have a bullet flying at 320 m/s versus the 7.62 = 804 m/s you will not have the same performance.

Ahh thanks Headhunter is see what you mean now, the makers of 1.13 have not used noise reduction here in the xml editor on that specific round, I didn't notice that until now when you brought it up. I'll look into it, do you have any suggestion what value you would put here?

I will do some research on the round. If you know something, please spill the beans

Ahh thanks Headhunter is see what you mean now, the makers of 1.13 have not used noise reduction here in the xml editor on that specific round, I didn't notice that until now when you brought it up. I'll look into it, do you have any suggestion what value you would put here?

I will do some research on the round. If you know something, please spill the beans

Thank you!
Tack ska du ha!

I don't know exactly what would be an appropriate value, but it should be comparable to the other subsonic rifles (HK SL9SD & VSSK Vychlop). The integrated noise reduction in the AS Val, VSk and VSS should also be lowered a little bit to make up for it I think.

First column = weapon name
Second column = damage on flesh
Third and onwards = damage at different armor ratings

These numbers are a rough overview, because ingame, there are a 25% chance of inflicting less or more damage and some other stuff... But you get my point...

Study the pictures in-depth and you will see what I mean, due to my formulas, some calibers are devastating when used on flesh, but almost worthless when it comes to medium/heavy armor, however you will still take energy damage. So even if you get shot by a shotgun(using buckshot) your armor will probarly stop the pellets, but your energy takes damage because of the blunt force.

I will let the numbers speak for themselves, that's the whole point of this mod, I have however adjusted the formulas to avoid any unwanted extremes in terms of gameplay.

Someone might comment on the Barret and Gepard here, that they are extreme... well... They are "extreme", that's their nature...
Anti-material rifles are just that: anti-material rifles. They will blow a hole in you and your friend and your dog and your car and your house. Period.
They are developed to strike at light armor vehicles, first and foremost.

As for decreasing the range of subsonic ammo, I don't think true subsonic ammo (12.7x97, 7.62x37, 9x39) should have its range decreased, as the rifles using that ammo have quite short range already.
Supersonic cold-loaded ammo should have a range decrease though.

With the New-CTH(NCTH) I tink the accuracy is far to high to have any long and more uncertain firefights. Remember, weaponwise, 1 tile = 10 meter. Graphicwise, 1 tile = 1 meter.

There is a dilemma here. I understand the nature of it though, it is because of the size of combat area, old computers(resolution and performance), melee gameplay, etc...

I think that trees, stones, and cover are not good enough in vanilla 1.13. And when the really BIG calibers start to fly around on the map, you want to have some cover.
So I turn up their effectivness so stealth and cover are more usable.

Prone effectiness = When you go prone, you are somewhat harder to spot then before.
I increase this value abit.

As far as the Remington, im not sure what you mean, in my weapons.xml it states a range of 66 meters.